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Designing a 2e Retro-Clone
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<blockquote data-quote="Greg K" data-source="post: 4526696" data-attributes="member: 5038"><p>I'm more interested in starting with 3e and converting/tweaking elements from 2e, because I think 3e has a stronger core mechanic. </p><p></p><p>Unearthed Arcana and some DMG options provide a good start </p><p>- slow leveling from the DMG</p><p></p><p>- 3e UA style class variants (which is just more examples of the 3e phb customizing a character) is similar to kits. They provide a good start when combined by swapping class skills and feat choices and prevent the wackiness of some 2e solutions (e.g, 2e using alarm spell for light sleep)</p><p></p><p>- Specialist wizard: Unearthed Arcana Specialist Wizard variant abilities is similar to the revised abilities that appeared in later sources for the 2e specialists in the 2e phb</p><p></p><p>- Weapon Groups: UA weapon groups are similar to Weapon Groups in the 2e Complete Fighter's Handbook and PO: Combat and Tactics. The breakdown is slightly different and, admittedly, I prefer the 2e breakdown to those in UA so I do use the 2e groups. UA even provides rules for replacing the starting weapon proficiencies in the PHB and giving each class a set number of weapon groups instead of the Simple and Martial system.</p><p></p><p>- Spell points: UA has a system and, even options for fatigue</p><p></p><p>- UA makes a 1/2e style non-raging barbarian easy: Take the Barbarian and apply several options from UA (as appropriate for the culture).</p><p>1) Use the barbarian hunter from Unearthed Arcana</p><p>2) Replace Favored Enemy with the Favored Terrain variant from UA (assigning the first terrain by the character's home terrain)</p><p>3) Use Weapon groups. I'd say assign groups based on culture or create a cultural weapon group.</p><p>4) If necessary, replace the weapon style from the hunter variant with a more appropriate weapon style (e.g, a mounted combat or mounted archery style).</p><p></p><p></p><p>Things I would love to see taking it more towards 2e</p><p>- shire halfings</p><p>- the missing 1e and 2e armor and weapons.</p><p>- tailored spell lists for specialist wizards</p><p>- the wizard specialists from later products (e.g, alchemist, force mage, shadow mage) from later products. Several of these were introduced in 3e using either PrCs or new classes with completely different mechanics. Personally, I found the approach unsatisfying. </p><p>- specialty priests, because domains don't go far enough, imo (although, I would begin with tailoring the spell lists by the deities domains and use the 3e spontaneous divine casting rules from Unearthed Arcana).</p><p>- PO: combat and powers crit confirmation which is built into the attack roll rather than a separate confirmation</p><p>- restraints on the spell acquisition.</p></blockquote><p></p>
[QUOTE="Greg K, post: 4526696, member: 5038"] I'm more interested in starting with 3e and converting/tweaking elements from 2e, because I think 3e has a stronger core mechanic. Unearthed Arcana and some DMG options provide a good start - slow leveling from the DMG - 3e UA style class variants (which is just more examples of the 3e phb customizing a character) is similar to kits. They provide a good start when combined by swapping class skills and feat choices and prevent the wackiness of some 2e solutions (e.g, 2e using alarm spell for light sleep) - Specialist wizard: Unearthed Arcana Specialist Wizard variant abilities is similar to the revised abilities that appeared in later sources for the 2e specialists in the 2e phb - Weapon Groups: UA weapon groups are similar to Weapon Groups in the 2e Complete Fighter's Handbook and PO: Combat and Tactics. The breakdown is slightly different and, admittedly, I prefer the 2e breakdown to those in UA so I do use the 2e groups. UA even provides rules for replacing the starting weapon proficiencies in the PHB and giving each class a set number of weapon groups instead of the Simple and Martial system. - Spell points: UA has a system and, even options for fatigue - UA makes a 1/2e style non-raging barbarian easy: Take the Barbarian and apply several options from UA (as appropriate for the culture). 1) Use the barbarian hunter from Unearthed Arcana 2) Replace Favored Enemy with the Favored Terrain variant from UA (assigning the first terrain by the character's home terrain) 3) Use Weapon groups. I'd say assign groups based on culture or create a cultural weapon group. 4) If necessary, replace the weapon style from the hunter variant with a more appropriate weapon style (e.g, a mounted combat or mounted archery style). Things I would love to see taking it more towards 2e - shire halfings - the missing 1e and 2e armor and weapons. - tailored spell lists for specialist wizards - the wizard specialists from later products (e.g, alchemist, force mage, shadow mage) from later products. Several of these were introduced in 3e using either PrCs or new classes with completely different mechanics. Personally, I found the approach unsatisfying. - specialty priests, because domains don't go far enough, imo (although, I would begin with tailoring the spell lists by the deities domains and use the 3e spontaneous divine casting rules from Unearthed Arcana). - PO: combat and powers crit confirmation which is built into the attack roll rather than a separate confirmation - restraints on the spell acquisition. [/QUOTE]
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